The '''SWAT''' perk is the close range combatant that hoses ZEDs down with submachinegun fire, hacking through them with a storm of lead and steel. Using a variety of submachine-guns, the SWAT perk has the highest rate of fire of any perk; while each individual bullet may not inflict much damage, they can rarely fire just one bullet. The SWAT perk belongs in the thick of combat and can mow down less powerful Zeds like a scythe through wheat.

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The '''SWAT''' perk is the close range combatant who hoses down Zeds with submachinegun fire, hacking through them with a storm of lead and steel. Using a variety of submachine-guns, the SWAT perk has the highest rate of fire of any perk; while each individual bullet may not inflict much damage, they can rarely fire just one bullet. The SWAT perk belongs in the thick of combat and can mow down less powerful Zeds like a scythe through wheat.

==General Information==

==General Information==

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SWAT skill choices let them focus on either improving their crowd control abilites as well as their own "tankiness" by adding buffs to the armor, stumble power and the sidearms or on enhancing their weaponry by giving it more ammo, stopping power and better handing.

SWAT skill choices let them focus on either improving their crowd control abilites as well as their own "tankiness" by adding buffs to the armor, stumble power and the sidearms or on enhancing their weaponry by giving it more ammo, stopping power and better handing.

* Passive (Bullet resistance): Player takes up to 30% less damage from all weapons that use "Ballistic" damage type. Damage to take is ROUNDED.

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*Passive (Bullet resistance): Player takes up to 30% less damage from all weapons that use "Ballistic" damage type. This includes [[Patriarch (Killing Floor 2)|Patriarch']]s Minigun bullets. Damage to take is ROUNDED.

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* Passive (Weapon switch): Bonus decreases time that it takes to equip and putdown the weapon by up to 25% making weapon swaps x1.33 faster at level 25. Bonus works with all weapons.

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*<nowiki/><nowiki/><nowiki/>Passive (Weapon switch): Bonus decreases time that it takes to equip and putdown the weapon by up to 25% making weapon swaps x1.33 faster a<nowiki/>t level 25. Bonus works with all weapons.

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* Skill (Assault Armor, Heavy Armor Training): The amount of [[Mechanics_(Killing_Floor_2)#Gameplay_-_Armor|armor]] given from both skills stack. ''Heavy Armor Training'' prevents the player from being [[Mechanics_(Killing_Floor_2)#ZEDs_-_Clot_grapple|grabbed]] by Clots even when they are not wearing armor. Additionally the ''Heavy Armor Training'' skill prevents the SWAT from taking health damage (100% absorption rate) and decreases all incoming damage by 35% (x0.65 multiplier) as long as the player has some armor left.

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*<nowiki/> <nowiki/>Skill (Assault Armor, Heavy Armor Training): The amount of [[Mechanics_(Killing_Floor_2)#Gameplay_-_Armor|armor]] given from both skills stack. ''Heavy Armor Training'' prevents the player fro<nowiki/>m being [[Mechanics_(Killing_Floor_2)#ZEDs_-_Clot_grapple|grabbed]] by Clots even when they are not wearing armor. Additionally the ''Heavy Armor Training'' skill prevents the SWAT from taking health damage (100% absorption rate) and decreases all incoming damage by 35% (x0.65 multiplier) as long as the player has some armor left.

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* Skill (Close Combat Training): Extra damage affect all knives and [[9mm Pistol (Killing Floor 2)|9mm Pistol]](s). Extra damage example: 9mm Pistol (25 points of damage) with Close Combat Training skill does Roundup (25 + 25x0.5) = 38 points of damage. Unlike [[Commando (Killing Floor 2)|Commando]]'s counterpart, this skill DOES NOT work along the passive damage bonus when it comes to calculation of knife damage. It is either bonus from passive (without this skill) OR bonus from the skill itself. Unlike Commando's counterpart, this skill DOES increase damage of the Flashbang grenade when it thrown while holding either 9mm(s) or Knife.

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*<nowiki/> <nowiki/>Skill (Battering Ram): During the ZED Time player speed up by 25%. Every ZED touched by player takes bump damage and gets knocked down unle<nowiki/>ss the limit of already knocked ZEDs is reached (see [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|afflictions]]). Bump has cooldown of 0.1s (in ZED Time it is slowed along the world). ZED that cannot be knocked down due to the knockdown limit will, instead, be stumbled but will still take bump damage.

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* Skill (Cripple): Skill works only with on-perk damage types.

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*<nowiki/>Skill (Close Combat Training): Extra damage affect all knives and [[9mm Pistol (Killing Floor 2)|9mm Pistol]](s). Extra damage example: 9mm Pistol (25 points of damage) wit<nowiki/>h ''Close Combat Training'' skill does Roundup (25 + 25x0.85) = 47 points of damage. Unlike [[Commando (Killing Floor 2)|Commando]]'s counterpart, this skill DOES NOT work along the passive damage bonus when it comes to calculation of knife damage. It is either bonus from passive (without this skill) OR bonus from the skill itself. Unlike Commando's counterpart, this skill DOES increase damage of the Flashbang grenade when it thrown while holding either 9mm(s) or knife.

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* Skill (Rapid Assault, Suppression Rounds): Due to calculation specifics both skills give total stumble power multiplier of 4. ''Suppression Rounds'' skill works only with on-perk weapons, while the ''Rapid Assault'' skill works with all weapons (even off-perk). Resistance to slow-mo also works with the 9mm Pistol(s).

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*Skill (Cripple): Skill works only with on-perk damage types.

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*Skill (Rapid Assault, Suppression Rounds): Due to calculation specifics both skills give total stumble power multiplier of 4. ''Suppression Rounds'' skill works only with on-perk weapons, while the ''Rapid Assault'' skill works with all weapons (even off-perk). Resistance to slow-mo also works with the 9mm Pistol(s).

===On-perk Weapons===

===On-perk Weapons===

Following weapons and damage types are associated with the SWAT. They are getting damage bonuses and buffs to their attributes from the respective skills:

Following weapons and damage types are associated with the SWAT. They are getting damage bonuses and buffs to their attributes from the respective skills:

Combine the stun effect of the [[FlashBang]] grenade with the [[Kriss_SMG|Kriss]]' high ROF for safe [[Scrake_(Killing_Floor_2)|Scrake]] / [[Fleshpound_(Killing_Floor_2)|Fleshpound]] takedowns.

Combine the stun effect of the [[FlashBang]] grenade with the [[Kriss_SMG|Kriss]]' high ROF for safe [[Scrake_(Killing_Floor_2)|Scrake]] / [[Fleshpound_(Killing_Floor_2)|Fleshpound]] takedowns.

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[[HRG Nailgun]] is a game changer for you, from this point on you ARE a big [[Fleshpound (Killing Floor 2)|ZED]] killer. Given its big magazine size, piercing damage and full-auto shotgun mode (3 projectiles fired at time at rate of 500 RPM) this thing melting big ZEDs like a knife through butter. Just don't forget to conserve your ammo.

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Sometimes playing defensively isn't a bad idea at all. You ''might'' limit your loadout firepower but picking rather heavy [[Riot Shield & Glock 18]] combo but defensive capabilities of these will, sure, worth it, letting you mitigate half of the all incoming damage (ranged too). But remember, Shield ain't gonna block a thing if you're not aiming down the sights. Too slow? Take a ''Tactical Movement'' skill and enjoy full speed operating like a little (deadly) tank! ZEDs too close? Bash 'em - shield lets you damage multiple ZEDs at time, although the damage isn't really great the [[Mechanics (Killing Floor 2)#Gameplay - Afflictions|incapacitation]] does help.

==Trivia==

==Trivia==

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* According to the [[Characters_(Killing_Floor_2)|character]]'s favourite weapon lines, DJ Scully, Classic Briar, Rae Higgins and Anton Strasser are SWATs of the team.

The SWAT perk is the close range combatant that hoses ZEDs down with submachinegun fire, hacking through them with a storm of lead and steel. Using a variety of submachine-guns, the SWAT perk has the highest rate of fire of any perk; while each individual bullet may not inflict much damage, they can rarely fire just one bullet. The SWAT perk belongs in the thick of combat and can mow down less powerful Zeds like a scythe through wheat.

Contents

General Information

The SWAT is a well-rounded ZED killing machine specializing in sub-machine gun usage. The bullet hose nature of the SWAT's weapons leave the ZEDs no chance to stand their ground for long. The SWAT's arsenal also offers the FlashBang grenade, one of the most efficient ways to stun ZEDs.

SWAT skill choices let them focus on either improving their crowd control abilites as well as their own "tankiness" by adding buffs to the armor, stumble power and the sidearms or on enhancing their weaponry by giving it more ammo, stopping power and better handing.

Perk Notes

Passive (Bullet resistance): Player takes up to 30% less damage from all weapons that use "Ballistic" damage type. This includes Patriarch's Minigun bullets. Damage to take is ROUNDED.

Passive (Weapon switch): Bonus decreases time that it takes to equip and putdown the weapon by up to 25% making weapon swaps x1.33 faster at level 25. Bonus works with all weapons.

Skill (Assault Armor, Heavy Armor Training): The amount of armor given from both skills stack. Heavy Armor Training prevents the player from being grabbed by Clots even when they are not wearing armor. Additionally the Heavy Armor Training skill prevents the SWAT from taking health damage (100% absorption rate) and decreases all incoming damage by 35% (x0.65 multiplier) as long as the player has some armor left.

Skill (Battering Ram): During the ZED Time player speed up by 25%. Every ZED touched by player takes bump damage and gets knocked down unless the limit of already knocked ZEDs is reached (see afflictions). Bump has cooldown of 0.1s (in ZED Time it is slowed along the world). ZED that cannot be knocked down due to the knockdown limit will, instead, be stumbled but will still take bump damage.

Skill (Close Combat Training): Extra damage affect all knives and 9mm Pistol(s). Extra damage example: 9mm Pistol (25 points of damage) with Close Combat Training skill does Roundup (25 + 25x0.85) = 47 points of damage. Unlike Commando's counterpart, this skill DOES NOT work along the passive damage bonus when it comes to calculation of knife damage. It is either bonus from passive (without this skill) OR bonus from the skill itself. Unlike Commando's counterpart, this skill DOES increase damage of the Flashbang grenade when it thrown while holding either 9mm(s) or knife.

Skill (Cripple): Skill works only with on-perk damage types.

Skill (Rapid Assault, Suppression Rounds): Due to calculation specifics both skills give total stumble power multiplier of 4. Suppression Rounds skill works only with on-perk weapons, while the Rapid Assault skill works with all weapons (even off-perk). Resistance to slow-mo also works with the 9mm Pistol(s).

On-perk Weapons

Following weapons and damage types are associated with the SWAT. They are getting damage bonuses and buffs to their attributes from the respective skills:

Strategy

Just like your "AR-twisted brother", you are among the first who meets the ZED hordes. Your weapons fire quickly but deal rather low damage per bullet, so aim for the head!

Conserve your ammo: your ammunition is quite expensive, so in early waves make use of the Close Combat Training skill to one-shot-kill small ZEDs and save yourself some SMG ammo. Don't forget that your weapons also have a single/burst firing mode which will help too.

While you might want to improve your teamplay by having the healing-capable HMTech-201 SMG in your inventory don't forget that this is the only SMG that cannot kill any basic ZED with a single headshot.

HRG Nailgun is a game changer for you, from this point on you ARE a big ZED killer. Given its big magazine size, piercing damage and full-auto shotgun mode (3 projectiles fired at time at rate of 500 RPM) this thing melting big ZEDs like a knife through butter. Just don't forget to conserve your ammo.

Sometimes playing defensively isn't a bad idea at all. You might limit your loadout firepower but picking rather heavy Riot Shield & Glock 18 combo but defensive capabilities of these will, sure, worth it, letting you mitigate half of the all incoming damage (ranged too). But remember, Shield ain't gonna block a thing if you're not aiming down the sights. Too slow? Take a Tactical Movement skill and enjoy full speed operating like a little (deadly) tank! ZEDs too close? Bash 'em - shield lets you damage multiple ZEDs at time, although the damage isn't really great the incapacitation does help.

Trivia

According to the character's favourite weapon lines, DJ Scully, Classic Briar, Rae Higgins and Anton Strasser are SWATs of the team.